Tunnels & Trolls : Gristlegrim Room 214--Checkerboard Chances

This is a standard Gristlegrim room, 100' by 100'.

It appears to be empty, but the whole area exudes functional magic so strong that even non-wizards feel it as making their body hair stand on end.

The floor is divided into 100 squares of black and red in a checkerboard pattern. There are doors in all 4 walls placed on the edge of the 4th, 5th, or 6th square.

When a delver steps onto a red square, he or she must make a L2SR on Luck. If the delver makes it, 3D6 gold pieces materialize in the center of the square. If the delver fails the saving roll, send in a random level two monster from Monster Control to fight to the death.

Each time a square is entered it turns gray and loses its magic.

When a delver steps onto a black square, he or she must make a L2SR on INT. If the delver makes the saving roll then 1 Gristlegrim ruby (each ruby is carved into the shape of a dwarf) worth 1D6 times 100 gold pieces appears. If the delver misses, then whatever she missed by is subtracted permanently from her highest attribute. (Do not tell the players this is going to happen-let them discover it on their own.)

If players move from one square to another in the course of fighting a monster, or just running around, slow down the action to super slow motion so as to let each saving roll and action take place.